Slay the Spire 2 Pumpkin Candle Rework — Tezcatara's Energy Relic
Published 2026-05-09Updated 2026-09-194 min read
Tezcatara's Pumpkin Candle after the 0.105 rework: 1 energy per turn, extinguishes after 5 combats instead of at Act 3, and can be re-Kindled at rest sites. Value math and timing.
Tezcatara's Pumpkin Candle was always the strongest energy relic for two acts and a ghost in the third. The 0.105 rework rebuilt its limit — and quietly turned it into one of the best Ancient relics in the game.

Old versus new
- Old: gain 1 energy at the start of each turn. Extinguishes at the start of Act 3 — permanently.
- New (0.105): gain 1 energy at the start of each turn. Extinguishes after 5 combats — and can be re-Kindled at any rest site, resetting the 5-combat count.
The change replaces a cliff (dead the moment Act 3 begins, precisely when you need energy most) with a cycle: five fights of +1 energy, then a rest site re-lights it.
The value math
- Baseline: 5 combats × roughly 10 turns = 50+ bonus energy per lighting cycle, from a relic that occupies no card slots and asks nothing of your deck.
- With re-Kindling: an act with 2–3 rest sites sustains the candle across essentially the whole run. The energy tax moves to route planning, not to the relic.
- It stacks with other energy effects — extra energy relics and potions simply multiply the tempo.
Timing and route notes
- Take it early — the earlier the pickup, the more cycles the candle funds.
- Route rest sites as candle maintenance: a path that touches a campfire every five fights keeps the flame permanent. The map routing guide already told you to do this; now it pays energy.
- Spend the powered turns on setup: the extra energy is worth most on the turns you play a scaling Power plus a full hand — not on chump blocks.
The rework changed the relic from "great, then gone" to "great, then go find a match." For energy-hungry engines — Regent star banking, Defect orb setups, any high-cost curve — it is now a run-long companion rather than a two-act rental.
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